Oniromancie: Scripts - Menu tournant sans beug.


Comment ça marche?

Aëdemphia
Par Sylvanor

Fighting Robots Quest
Par Boulon

Forstale
Par Ødd Clock

Geex
Par roys

Inexistence
Par Falco

La Légende d'Ibabou
Par Zaitan

Lije
Par Gaetz

LoveMaster
Par Cuddlefox

Sarcia
Par Kaëlar

Super Mario RPG - Lost Souls
Par Omegabowser

Jeux: Monster World RPG / Jeux: Pif et Hercule / News: Mise à jour de RPG Maker 2003 / Tutos: Création de charset / Jeux: FAYLINAWA /

Chat  (59 connectés)

Bienvenue
visiteur !






publicité RPG Maker!

Statistiques

Liste des
membres


Contact

70 connectés actuellement

9257375 visiteurs
depuis l'ouverture

1502 visiteurs
aujourd'hui

Groupe Facebook

Barre de séparation

Partenaires




TOP
GAMEMAKING


Les 5 plus
visités

Lunae, le baz'arts d'Emz0

Le studio du chat vert

Pixelandgame

Tashiroworld

HeyMakeGames

Au hasard

RMXP Forum

Yesteura

Pixelandgame

Les deux derniers

Lunae, le baz'arts d'Emz0

Le studio du chat vert

Nos autres partenaires

Devenir
partenaire


Barre de séparation

Un site du réseau
War Paradise

Annuaires référenceurs




Menu tournant sans beug.
Script pour RPG Maker XP
Ecrit par Darkshinigami

Bonjour je tiens juste à signaler qu'a la base n'est pas de moi mais j'ai corriger les beugs.
**screen: screen.jpg - 0.01MB

***instal:
Copiez le code, ouvrez l'éditeur de script ( F11 ) et créez en un nouveau au dessus de 'Main'.
Nommez ce script " Ring_Menu " et collez le code :




#==============================================================================
# ¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”
MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”
RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa
ICON_ITEM = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SKILL = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SAVE = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EXIT = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“
SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE
MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“
MODE_WAIT = 2 # ‘Ò‹@
MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Objets"
s2 = "Compétences"
s3 = "Equipement"
s4 = "Etats"
s5 = "Sauvegarder"
s6 = "Quitter"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚ð•`‰æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž[
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
# x :
# y :
# i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
rect = Rect.new(0, 0, @items.width, @items.height)
if @index == i
self.contents.blt( x, y, @items, rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items, rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž[‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#==============================================================================
# #¡ Scene_RingMenu
# ¡ Scene_Menu
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€I—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
return if @command_window.animation?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input:Rire grinçantOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•”õ‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚[
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

Voila ravi de vous avoir rendu service.
DARKSHINIGAMI........


Vald - posté le 24/07/2008 à 16:57:03. (6 messages postés)

Mes Chuck Norris facts preferer :)

Essayer sa moi sa marche

#==============================================================================
# ¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru mofifier par boushy
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”
MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”
RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa
ICON_ITEM = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SKILL = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SAVE = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EXIT = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“
SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE
MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“
MODE_WAIT = 2 # ‘Ò‹@
MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Objet"
s2 = "Compétence"
s3 = "Equiper"
s4 = "Etat"
s5 = "Sauvegarder"
s6 = "Quitter"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚ð•`‰æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
# x :
# y :
# i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
rect = Rect.new(0, 0, @items.width, @items.height)
if @index == i
self.contents.blt( x, y, @items, rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items, rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================

class Window_RingMenuStatus < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”
MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”
RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa
ICON_SKILL = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SAVE = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EXIT = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“
SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE
MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“
MODE_WAIT = 2 # ‘Ò‹@
MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )

actor=$game_party.actors[0]
if actor !=nil
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
end
actor1=$game_party.actors[1]
if actor1 !=nil
bitmap1 = RPG::Cache.character(actor1.character_name, actor.character_hue)
end
actor2=$game_party.actors[2]
if actor2 !=nil
bitmap2 = RPG::Cache.character(actor2.character_name, actor.character_hue)
end
actor3=$game_party.actors[3]
if actor3 !=nil
bitmap3 = RPG::Cache.character(actor3.character_name, actor.character_hue)
end
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
if $game_party.actors.size==4

s1 = actor.name
s2 = actor1.name
s3 = actor2.name
s4 = actor3.name
@commands = [ s1, s2, s3, s4]
else
if $game_party.actors.size==3

s1 = actor.name
s2 = actor1.name
s3 = actor2.name

@commands = [ s1, s2, s3]
else
if $game_party.actors.size==2

s1 = actor.name
s2 = actor1.name

@commands = [ s1, s2]
else
if $game_party.actors.size==1

s1 = actor.name

@commands = [ s1]
else
if $game_party.actors.size==0


@commands = [ ]
end
end
end
end
end
@item_max = 4

if actor3 ==nil
@item_max = 3
end
if actor2 ==nil and actor3 ==nil
@item_max = 2
end
if actor1 ==nil and actor2 ==nil and actor3 ==nil
@item_max = 1
end
if actor ==nil and actor1 ==nil and actor2 ==nil and actor3 ==nil
@item_max = 0
end

@index = 0
if $game_party.actors.size==4
@items = [ bitmap,bitmap1,bitmap2,bitmap3]
end
if $game_party.actors.size==3
@items = [ bitmap, bitmap1, bitmap2]
end
if $game_party.actors.size==2
@items = [ bitmap, bitmap1]
end
if $game_party.actors.size==1
@items = [ bitmap]
end
if $game_party.actors.size==0
@items = [ ]
end

@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV actor = $game_party.actors
#draw_actor_graphic(actor, x - 40, y + 80)
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚ð•`‰æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
# x :
# y :
# i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
cw = @items.width / 4
ch = @items.height / 9#4 pour taille normal


rect = Rect.new(0, 0, cw, ch)
if @index == i
self.contents.blt( x, y, @items, rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items, rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation2?
return @mode != MODE_WAIT
end
end
#==============================================================================
# #¡ Scene_RingMenu
# ¡ Scene_Menu
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
px2 = $game_player.screen_x - 15
py2 = $game_player.screen_y - 24
@status_window = Window_RingMenuStatus.new(px2,py2)

@status_window.visible = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€I—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
return if @command_window.animation?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status2
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
def update_status
@command_window.visible=false
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Menu.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é

$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
$scene = Scene_Status.new(@status_window.index)
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€I—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
return if @status_window.animation2?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@status_window.setup_move_move(Window_RingMenuStatus::MODE_MOVEL)
return
end
# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@status_window.setup_move_move(Window_RingMenuStatus::MODE_MOVER)
return
end
end

end

Il n'y a pas de théorie de l'évolution. Juste une liste d'espèces que Chuck Norris autorise à survivre


Dark-Angel - posté le 27/09/2008 à 00:22:46. (25 messages postés)

bon je tien a signaler par ce que la ca m'ennerve que tout le monde dise ca NON les emoticones NE CHANGES RIEN DU TOUT

la patience et la clef du succes surtout sur ses logiciels xD


Casualblues - posté le 07/04/2009 à 17:27:16. (39 messages postés)

#Dark-Angel -
bon je tien a signaler par ce que la ca m'ennerve que tout le monde dise ca NON les emoticones NE CHANGES RIEN DU TOUT#

Et pourtant.... là où il y a un emoticone il y a une erreur "404"

Vérifie, je l'ai corrigé, car il me met "Riregrinçant" à la place de ": D" sans l'espace... et ça devait donner DOWN Compris ?

Et retiens toi un peu quand tu t'énerves, ça arrive de ne pas savoir quand même. Mais vu que tu as tord ce coup-ci.




LIGNE 404 : (sans l'espace entre le : et le DOWN ! sinon !

if Input.press?(Input:: DOWN) or Input.press?(Input::RIGHT)


Bref, perso, ce menu est un peu "simpliste" et pour afficher plus de perso c'est pas gagné. Désolé.

~Fufufuuuuufufuuuuuh ~ Mysterious Whistle

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

Haut de page

Merci de ne pas reproduire le contenu de ce site sans autorisation.
Contacter l'équipe

Plan du site:

Activité: Accueil | News | Forum | Flash-news | Chat | Commentaires | Galerie | Screen de la semaine | Sorties | Articles perso | Livre d'or | Recherche
Jeux: Index jeux séparés | Top Classiques | Top Originaux | Les autres | RPG Maker 95 | RPG Maker 2000 | RPG Maker 2003 | RPG Maker XP | RPG Maker VX | RPG Maker VX Ace | RPG Maker MV | Autres | Jeux complets | Proposer
Rubriques: Le Wiki | Collection Oniro | Tutoriaux | Scripts | Guides | Gaming-Live | Tests | Making-of | Interviews | Articles perso | OST | L'Annuaire | Divers | Palmarès
Hébergés: Aëdemphia | Fighting Robots Quest | Forstale | Geex | Inexistence | La Légende d'Ibabou | Lije | LoveMaster | Sarcia | Super Mario RPG - Lost Souls
Ressources: Jeux | Programmes | Packs de ressources | Midis | Eléments séparés | Sprites
RPG Maker 2000/2003: Chipsets | Charsets | Panoramas | Backdrops | Facesets | Battle anims | Battle charsets | Monstres | Systems | Templates
RPG Maker XP: Tilesets | Autotiles | Characters | Battlers | Window skins | Icônes | Transitions | Fogs | Templates
RPG Maker VX: Tilesets | Charsets | Facesets | Systèmes
RPG Maker MV: Tilesets | Characters | Faces | Systèmes | Title | Battlebacks | Animations | SV/Ennemis